env_xen_pushpad
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Bug:Doesn't work for players in multiplayer until they jump.
Bug:It completely ignore any type of NPC, they just go throught this entity. Probably was never implemented on purpose due to possible problems with NPCs navigation.
Confirm:You can workaround it with other entities.
Bug:The model of this entity sometimes disappear in multiplayer for some clients. Fixes sometimes after respawn.
Workaround:You can workaround, disable entity render via Don't Render value for Render Mode property, add prop_dynamic with disabled collision and add some logic for the idle and jump animations.
Note:This entity never solid due to many reasons, just don't care about this issue. Don't try to use combinations with prop_dynamic, it will be unstable.
Note:For unknown reasons, the impact on ragdolls is extremely weak compared to normal physical objects.
Tip:You can use this output and misc_marionettist to have a trajectory that cannot be deviated from (just like in
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CPropXenPushPad |
env_xen_pushpad
is a point entity available in Black Mesa. This is Xen Trampoline, the Xen flora that propelling anything who steps onto it into the air. The game uses it as a jump pad that allows the player to jump high. Works with player and physics objects.




Todo: Find out how to reproduce this bug.



Keyvalues
- Next Jump Delta (nextjumpdelta) <float>
- Push pad trigger delay. Don't use 0, it may will break the jump pad.
- Jump Target Name (target) <targetname>
- The target we will jump towards. Overrides max jump height. Forces this entity to push along a certain trajectory.
- Height Offset (height) <float>
- The max jump height.
- MuteME (m_bmuteme) <choices>
- If yes - the push sound will never be played.
- 0: No
- 1: Yes
Outputs
- OnTrigger
- Fired when jump pad is triggered.

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